darkedone02
The Suggestor
I started getting alot of lag from classical, probably due to too many bug options or something or I expanded too much in stranded.
1. Fundamental changes to how units operate:
(a) make units much harder to completely destroy (whole units, even brigades, do not evaporate so easily) primarily by giving nearly all units in the game some probability to "withdraw" from combat in the way that pesently only mounted units have. Specifically, at present horse archers have a 20% withdrawal chance, and chariots 10%. Instead, make 25% the basic level for virtually ALL units (with some exceptions like Elephant units that perhaps should have a lower % or perhaps no chance at all to withdraw). In addition give all the mounted units that already have withdrawal percentages, that percent on top of 25%.
So, warriors would get a 25% chance to withdraw, Berserkers 25%, pikemen 25%, infantry 25%, etc. Chariots would be 35% at base (prior to any flanking promotions), horse archers 45%, cavalry 55%.
Arguably, certain units that represented historic milestones in military science (e.g., Legionnaires, or Scythe Swordsmen) which were the best units of their era should get a slight bonus compared to other units of their historical era (maybe 5%?). Also, modern units (rifleman and above) should have increasing opportunities to train through experience to have more capacity to withdraw from combat; basically at some point, the flanking promotions should become an option for most types of units, probably nearly everything post rifleman.
Tanks should automatically get some fairly substantial level (40%?) and Mech Infantry should automatically start out quite high (60%?). Thinking throuh exactly how this MAJOR change would manifest in each and every unit in the game is beyond the scope of time I have at this moment, but I believe it would make for a more realistic game. I believe (or rather suspect) that because of how the combat outcomes are already coded to calculate, this fundamental change of making combat withdrawal the norm instead of the exception would effectively make combats more realistic: units would not evaporate in one single battle. Instead it might take two, or maybe three engagements to kill most of the units in an initial stack and this would also allow for fighting retreats instead of theatre level combat in the game AlWAYS being determiend by a few single Battle Royales in which entire stacks are destroyed.
2. Make health in cities more important; instead of a min level of health being requisite only for a city to grow, excess
health should increase hammers, commerce, and happiness, and should also be equivalent to more food, making a city grow
faster.
+1 hammer per 1.5 excess health
+1 commerce per 2 excess health
+1 happy per 2.5 excess health
+1 "food" per 3 excess health
(e) amplify the negative effects of pillaging luxury producing tiles (mines, planatations, etc.), communities (hamlets,
villages, towns), and strategic resource tiles? (e.g., +1 movement in the tile for 10 turns? reduced culture in the tile? reduce health or maybe even reduced population in the nearest cities?). What we need to keep in mind here is what exactly pillaging a tile equates with. Those mines, farms, pastures, and communities are not just little outposts, but centers of population, where thousands if not tens or even hundreds of thousands of people live and/or work. To "pillage" one of those tiles is to destroy or severely damage the infrastructure, and to displace many of those resident people. The result would be many dead people, pestilence, famine, raping and looting, refugees, etc. Thus, the negative effects should be even greater than they are presently IMHO.
4. Make protection of tiles more important: at present the AI is most concerned with protecting cities, the protection of
frontiers has historically been a far more important thing. I suspect that by making the effects of health more important to city productivity, commerce and growth and also making community tiles, luxuries, and strategic resources more important it may cause the AI to adopt more realistic "field" warfare strategies by positioning defensive units outside cities more frequently. In addition to this, adjust the following:
(a) an enemy unit exerts Zone of Control into all adjacent tiles that are not occupied by a friendly unit. Enemy ZOC blocks supply through a tile.
(b) forts provide a %35 defensive bonus
(c) forts increase movement costs for enemy units in all adjacent tiles by +1, and also negate enemy ZOC in all adjacent tiles
(d) forts increase unit healing by 10% [cumulative with all the modifiers described above]
(e) forts can be built on any tile (except water, mountain or a city itself) irrespective of what other improvements
are there [might be a good idea if the worker time/effort to build a fort is increased a little bit, maybe one or two extra turns]
(f) change castles to be a tile improvement instead of a city building
(g) shift the bonus espionage and culture benefits of castles to some other Medieval/Renaissance building(s)
(h) give castles: +45% tile defense; +20% unit healing in tile, and the same effects on enemy movement and ZOC negation
(i) if it were possible, somehow give cities defensive bonuses for remaining connected to at least one other same-tribe city and to resources: (i) +5% defensive bonus for each type of Luxury, Food or Strategic tile improvement to which a defending city retains a non-interdicted trade route; (ii) for every community in their Fat-X to which they retain a non-interdicted trade route [+1.5% per Hamlet, +3% per Village; +5% per Town]; (iii) +25% for having at least one trade route with a city in the same tribe.
In effect, if a city is not "cut off" by having enemy units positioned so as to interdict all incoming trade routes it should retain a substantial automatic defensive bonus. This may well be difficult or impossible to code, but say for example a city automatically gets a 25% defensive bonus if it has at least one non-interdicted trade route to another allied city, and gets an additional +5% for each TYPE of resource to which it retains at least one non-interdicted route. The bonuses for resources would not be cumulative with the number of resources, but simply with the number of TYPES of resources.
So at least one trade route intact with another city (+25%) and having 6 Fish would give only another +5% for a total of +30%. But having at least one intact trade route with a same-tribe city (+25%), having 6 Fish (+5%), 2 Horses (+5%), 1 Iron (+5%), 2 Wheat (+5%), 1 corn (+5%), 1 hamlet (+1.5%), 2 villages (2*3% = 6%]), and 1 town (5%) would give a total defensive bonus of 62.5%.
This would make marching straight up to a city and sieging it in one round with a mega stack very difficult. Instead it would be necessary to disperse one's units so as to interdict trade into the city, thus weakening its defenses and allowing it to be maneagably besieged.
5. Make operating inside enemy territory more costly. Whatever it is, it needs to be increased by 15 to 30% I'd say.
Can we do something about the "We fear you are becoming too advanced" problem?
the MOD adds lots of techs and inevitablly a game's life-time number of tech trade increases. however without adjusting the limit to the number of techs AIs are willing to trade, you won't be able to make any tech trades in the later half of the game.
Having said that, may I comment my opinion that this funcion is a total bull sh*t and we should abandon it once for all. The fuction was included because people could exploit AI's poor tech trading skills in Civ3. But hey, the game is about simulating civilization and how can you get a ceiling on tech trades? If a bad game design is compensated by making simulation inaccurate, it loses the whole point of a simulation game. We should definitely do something with this if we want to keep expanding the game.
Here's another thought - could the Malleus Maleficarum wonder from Orion's Inquisition mod be incorporated (with his cooperation of course), with the added perk that you can build Inquisitors when not Intolerant?
Simplify the whole process and turn tech trading off entirely! Then you have have a WHOLE new challenge and tech trading skills are no longer of any importance... Or at least turn off tech brokering, so that you can only trade a tech that you yourself have researched (same with the AI).